Design Notes

A few of the standing decisions behind Project: Souls Requiem, and why they're sticking around.

Update 1.7.3 — October 8, 2026

Three bosses look the way they should, rounds count properly, the Alpha Bot's special no longer asks for a target it doesn't need, and your World Domination achievement is moving again.

Bosses Fixed

Rounds Count Properly

When your opponent went first, the round counter jumped straight to Round 2 on your first turn. A round now counts only once both sides have had their turn, no matter who starts, in both 1v1 and Requiem Clash (1v2).

Alpha Bot

The Alpha Bot's special hits both enemies, but it still asked you to pick a target first. It now fires straight away with no target to choose.

World Domination Achievement

Since September 20, your faction's nightly World Domination win counted for the faction but not on your own World Domination achievement, so it stopped going up. It now goes up with every win again.

Factions

Update - 1.7.2 — October 6, 2026

A very quick fix for players on laptops, and the heroes are back to their classic look.

Fixed: Crashing While Loading on Laptops

On laptops and PCs that use built-in graphics instead of a separate graphics card, the game could crash on the loading bar right after logging in - sometimes every time. The loading bar was loading every character and boss animation in the game at once, which was more than those computers could hold.

Heroes Back to Their Classic Look

The 3D heroes have been taken out for now. Every hero - all three classes, male and female - is back to the original look in the lobby, in battle and in Customize.

Update 1.7.1 — October 6, 2026

More wins count every hour, adding friends works again, your hero can get a new hairstyle, and the game server now keeps a closer eye on fair play.

More Wins Every Hour

The hourly win limit is bigger, and each mode now has its own.

Adding Friends Works Again

New: Hairstyles

Open the Customizer and look for the new Hairstyle row. The first one, Short Layered, is ready for female heroes. It stays on your head through every move, in the world and in battle. More hairstyles, for every hero, are on the way.

Fair Play

The game server now keeps its own count of your wins and Reqs, and double-checks fights. If you play fair you won't notice anything at all.

Fixes

Update 1.7.0 — September 29, 2026

Your hero steps into 3D, you can now change your class, levels 1 to 10 are easier, every boss has been remade from scratch with three attacks of its own, NPCs now meet you face to face, and there is a brand new Rarity leaderboard to climb.

Your Hero in 3D

Your character is now a real 3D model, live on screen, in the world and in battle - all three classes, male and female.

Every battle move was made new for it: the battle stance, the sword slash, the kick combo, the multi-slash, the gun, the auxiliary carried on the shoulder, the grenade, the heal (both hands raised to the sky), Split Fire (a small cannon appears in your open palm and fires), sending your robot in (sword raised), getting hit, the victory stomp and the death.

New: Choose Your Skin and Eye Colour

The Customizer has a new Body Colors section: pick any skin tone and any eye colour. The skin keeps all of its light and shade, so it still looks like skin, and the preview shows your actual hero while you pick. Reset puts you back to how your character was made.

Hair, armour colours and masks for the 3D heroes are coming next.

New Characters Start Armed

Every new character now starts with a Recruit Pistol and a Recruit Launcher, alongside the starter sword and armour, so you can use your gun and auxiliary from your very first fight. They are basic on purpose - swap them for something better from the shops as soon as you can.

Characters you already have get the same two the next time you log in. They go into your bag, and are only put on if you had nothing in that slot - your own gun and auxiliary are never swapped out.

New: Change Your Class

Open your Character sheet and press Change Class. For 10,000 Reqs you can become either of the other two classes.

Technomancer: Aether Efficiency

Armour Made for Your Hero

Armour made for one body can now only be bought and worn by that body. Shops show only the sets that fit your hero - the class armour sets and the Alpha Armour included. If you were wearing a set made for the other body, the next time you log in it is swapped for the same set made for yours. Female heroes had all been started in the male cut of their starter armour - that is fixed too.

An Easier Start

Levels 1 to 10 were too hard, and we heard you. Every opponent of Level 1 to 10 - arena fighters, practice duels, Requiem Clash opponents and bosses of those levels - now has 15% less health and hits 15% softer, skills included. From Level 11 up, nothing changes.

Price Changes

Settings

Every Boss Remade

All 41 bosses now stand, walk, fight, heal and die on animation made for their own bodies - a heavy brute and a thin skeleton no longer move the same way.

The Hourly Win Limit

Seeing Other Players

New: Meet the NPCs Face to Face

Clicking a character in the world now brings them up close: the world fades to dark, they stand large in the middle of your screen, and everything they offer sits on the left - Shop, Missions, Lore. On the right, a short About box tells you who they are. No more surprise pop-ups, and no more description boxes popping up just from moving your mouse over someone.

New: Rarity Score

Visit Weeping Shade in the Ruins or Boss Twitch in the Slums and pay 250 Reqs to have your collection scored. Every weapon and every robot you own counts: Common 0, Uncommon 500, Rare 1000, Ultra Rare 2000, Mythical 3500. Your score goes up on the brand new all-time Rarity leaderboard - but only when you get it checked, so bought something rare? Go and show it off.

Hoverbikes Have Been Retired

Hoverbikes are gone - something better to ride is on the way. If you bought one, you get every Req back the next time you log in.

A Big Round of Fixes

We read through every line of the game and fixed everything we found. The biggest ones:

Battle

Out in the world

Your character

Accounts and saving

Bug Fixes

Update - 1.6.4 — September 26, 2026

Rewards now belong to the character who earned them, and Souls Requiem is back where it belongs in the Faction Wars.

Your Rewards Follow Your Character

If you play more than one character, your faction rewards were going to the wrong one.

Flag captures and champion days are paid out by the server every hour, whether you are playing or not. Until now they landed on whichever character you happened to have open when the game collected them. So if you played one character all week and then logged in once on another, that second character pocketed the lot.

From now on they go to the character who earned them. The game tells the server who you are playing as, and that is who gets paid - even while you are offline, because that is still who you are. Switch character and play it, and within a few minutes the rewards follow you across.

A character you have never played earns nothing. If you want rewards on a character, play on that character.

Anything that was paid into the old shared pile has been set aside rather than handed out, and is being put on the right character by hand.

Faction Wars

Update - 1.6.3 — September 24, 2026

Winning a fight anywhere inside a region now counts toward your faction holding it, and the download is a little smaller.

Faction Wars: Every Room Counts

Winning a fight inside a region now helps your faction take that region, no matter which room you fought in.

Before this, only fights in a region's front room counted. A win in Slums Market, the Lab Reactor, the Bio Forest Grove or any other inner room was thrown away as far as holding ground went. Your own win, your faction points and the leaderboards were always counted properly - it was only the "who holds this place" part that was being lost.

If your faction has felt like it was fighting hard for a region and never quite taking it, this is why.

The Presidential Palace works differently on purpose. Fights there give you a normal win and normal faction points, but no faction can hold the palace - it is not one of the six contested regions.

Smaller Download

Update 1.6.2 — September 23, 2026

Every one of the 41 bosses has been rebuilt from scratch, plus a new item that makes your guns hit both enemies, a fairer 1 vs 2 fight, click-to-choose targeting, and a big pass over the menus.

Every Boss Is New

All 41 named bosses have been rebuilt from the ground up, and every one of them now has a body of its own.

Before this, most bosses borrowed another boss's artwork with a colour wash over the top, so a lot of fights were the same creature in a different tint. That is gone. Ratsnout looks like Ratsnout. Requiem Eternal looks like Requiem Eternal. No two bosses share a body any more, and nothing is tinted to pretend to be someone else - the colour you see is the colour the character actually is.

They are also drawn at three times the detail they used to be, so they stay sharp at fighting size instead of going soft.

Every boss has its own standing, its own walk, its own death and its own attack. That is 164 animations, all new.

You can see all 41 of them on the website: People, then jump to Bosses.

Battles Feel Better

New: the Split-Fire Core

VendorBot 9000 now sells CORES. A core gives you no stats at all. Instead it changes the way a weapon fires.

The first one is the Split-Fire Core, 5000 Reqs. While you wear it, in a 1 vs 2 fight your Sidearm and your Auxiliary hit BOTH opponents instead of one, and each of them takes 90% of the damage. You will see the second shot peel off toward the other fighter. In a 1 vs 1, or once one opponent is down, the weapon works exactly as before at full damage.

A core is never used up. Equip puts it on, Remove puts it straight back in your bag. No battle count, no 30 uses. You will find cores in the shop under the Stat Boosters, and at the top of the Consumables tab in your Inventory.

You can only wear one core at a time, and putting a second one on takes the first one off. While you are wearing one it shows in the battle bar, in the same square as the Stat Enhancer, with its own picture.

Picking Your Target

In a 1 vs 2 fight, targeting works a new way. Pick your move first - weapon, robot or skill - then CLICK the fighter you want it to hit. The old Target button in the bottom middle of the screen is gone.

While you are choosing, the weapons and skills bar disappears. All that is left on screen is the round countdown, the words PICK A TARGET, and a Cancel button, so there is nothing to misclick. Right-click, Esc or Cancel backs you out. The clock keeps running, so choosing is part of your turn.

Moves that hit everyone, heals and buffs do not ask - they just fire. Neither does a fight where only one opponent is still standing.

Clicking a fighter when you have no move waiting opens their full stat sheet instead. A small TARGET tag marks whoever your last shot was aimed at.

The 1 vs 2 Fight Is Fair Again

Fighting two opponents on your own gave you a bonus called Lone Stand, and the armour part of it was so large that neither opponent could hit you for more than 1 damage. That was a bug, not a difficulty setting.

Lone Stand now gives +15 Defence and +15 Resistance instead of +50 and +50. The rest of it is unchanged. Your opponents can hurt you again.

The two opponent health panels were also overlapping each other. They are now shorter, with HP, EP and RAGE on one line, and they stack neatly one under the other. 1 vs 1 fights keep the big panel exactly as it was.

Balance

New Names

Clicking Another Player

Click any other player, anywhere you meet them, and their card appears on the left. Closed it shows their level and name. Open it with the arrow and you get their class, rank and faction, plus four buttons: Add friend, Invite to faction, Achievements and Report.

Clicking the level circle opens their character page. It is the same page as your own, but with no Retrain, no Customize, no plus and minus buttons, and no losses and no win rate - those stay private.

Faction invites wait in the other player's Inbox with Join or No thanks. Nobody is added to a faction without saying yes.

Report sends the developer a letter with a reason and an optional note, up to 10 a day. Nothing happens to the reported player automatically.

Esc now backs out of whatever is open - any menu, the player card, or the chat box. It never closes the game.

The Rating Orbs

The orbs stopped spinning around your head. Circling read like the cartoon dizzy stars.

They now sit in a neat row that ripples: each orb rises and falls on the same slow rhythm, a beat behind the one before it, so a wave travels along the row. Out in the world the row sits under your name plate, below the faction name. In a fight it keeps the clear space just above your head. Same orbs, same colours, same count.

Menus

Letters For Winners

At midnight New York time the server now sends a letter to every winner: the Daily 1v1 Duel champion, the Daily Requiem Clash champion, every member of the number one faction on Faction Duel and Faction Clash, and every member of each side's World Domination faction. Hourly flag captures do not send letters - there would be far too many.

Fixes

On The Website

Update - 1.6.1 — September 23, 2026

Every one of the 41 bosses has been rebuilt from scratch, plus a new item that makes your guns hit both enemies, a fairer 1 vs 2 fight, click-to-choose targeting, and a big pass over the menus.

Every Boss Is New

All 41 named bosses have been rebuilt from the ground up, and every one of them now has a body of its own.

Before this, most bosses borrowed another boss's artwork with a colour wash over the top, so a lot of fights were the same creature in a different tint. That is gone. Ratsnout looks like Ratsnout. Requiem Eternal looks like Requiem Eternal. No two bosses share a body any more, and nothing is tinted to pretend to be someone else - the colour you see is the colour the character actually is.

They are also drawn at three times the detail they used to be, so they stay sharp at fighting size instead of going soft.

Every boss has its own standing, its own walk, its own death and its own attack. That is 164 animations, all new.

You can see all 41 of them on the website: People, then jump to Bosses.

Battles Feel Better

New: the Split-Fire Core

VendorBot 9000 now sells CORES. A core gives you no stats at all. Instead it changes the way a weapon fires.

The first one is the Split-Fire Core, 5000 Reqs. While you wear it, in a 1 vs 2 fight your Sidearm and your Auxiliary hit BOTH opponents instead of one, and each of them takes 90% of the damage. You will see the second shot peel off toward the other fighter. In a 1 vs 1, or once one opponent is down, the weapon works exactly as before at full damage.

A core is never used up. Equip puts it on, Remove puts it straight back in your bag. No battle count, no 30 uses. You will find cores in the shop under the Stat Boosters, and at the top of the Consumables tab in your Inventory.

You can only wear one core at a time, and putting a second one on takes the first one off. While you are wearing one it shows in the battle bar, in the same square as the Stat Enhancer, with its own picture.

Picking Your Target

In a 1 vs 2 fight, targeting works a new way. Pick your move first - weapon, robot or skill - then CLICK the fighter you want it to hit. The old Target button in the bottom middle of the screen is gone.

While you are choosing, the weapons and skills bar disappears. All that is left on screen is the round countdown, the words PICK A TARGET, and a Cancel button, so there is nothing to misclick. Right-click, Esc or Cancel backs you out. The clock keeps running, so choosing is part of your turn.

Moves that hit everyone, heals and buffs do not ask - they just fire. Neither does a fight where only one opponent is still standing.

Clicking a fighter when you have no move waiting opens their full stat sheet instead. A small TARGET tag marks whoever your last shot was aimed at.

The 1 vs 2 Fight Is Fair Again

Fighting two opponents on your own gave you a bonus called Lone Stand, and the armour part of it was so large that neither opponent could hit you for more than 1 damage. That was a bug, not a difficulty setting.

Lone Stand now gives +15 Defence and +15 Resistance instead of +50 and +50. The rest of it is unchanged. Your opponents can hurt you again.

The two opponent health panels were also overlapping each other. They are now shorter, with HP, EP and RAGE on one line, and they stack neatly one under the other. 1 vs 1 fights keep the big panel exactly as it was.

Balance

New Names

Clicking Another Player

Click any other player, anywhere you meet them, and their card appears on the left. Closed it shows their level and name. Open it with the arrow and you get their class, rank and faction, plus four buttons: Add friend, Invite to faction, Achievements and Report.

Clicking the level circle opens their character page. It is the same page as your own, but with no Retrain, no Customize, no plus and minus buttons, and no losses and no win rate - those stay private.

Faction invites wait in the other player's Inbox with Join or No thanks. Nobody is added to a faction without saying yes.

Report sends the developer a letter with a reason and an optional note, up to 10 a day. Nothing happens to the reported player automatically.

Esc now backs out of whatever is open - any menu, the player card, or the chat box. It never closes the game.

The Rating Orbs

The orbs stopped spinning around your head. Circling read like the cartoon dizzy stars.

They now sit in a neat row that ripples: each orb rises and falls on the same slow rhythm, a beat behind the one before it, so a wave travels along the row. Out in the world the row sits under your name plate, below the faction name. In a fight it keeps the clear space just above your head. Same orbs, same colours, same count.

Menus

Letters For Winners

At midnight New York time the server now sends a letter to every winner: the Daily 1v1 Duel champion, the Daily Requiem Clash champion, every member of the number one faction on Faction Duel and Faction Clash, and every member of each side's World Domination faction. Hourly flag captures do not send letters - there would be far too many.

Fixes

On The Website

Update - 1.6.0 — September 21, 2026

The biggest update since launch: missions, a proper bag, a world you can walk behind, and the whole story of Trivium, told by the Wanderer.

Game real currency coming soon.

Missions

The people of Trivium finally have work for you. A yellow ! over someone's head means they have a job. Click them to hear it and accept. When the job is done, a yellow ? appears over their head: click them again to get paid.

There are 40 story missions to start. Every region has its own three-step chain, told by the people who live there, plus smaller jobs from the rest of the cast. The Hallows and the Wardens each have a chain of their own that only their side can see.

Every day brings 3 daily missions, the same 3 for everyone, reset at midnight New York time. Do them anywhere and claim them straight from the log. Claim all 3 for a bonus.

Every mission pays Reqs. The new Missions button in the Command Center (the checklist icon) shows everything you're working on, today's dailies, and every job waiting for you and where to find the person who gives it. A yellow number on the button tells you when something is ready to collect.

Your Bag

Every character now has a bag with 30 spaces. Weapons, armor, robots and bikes take one space each, but anything you are wearing or riding is free. A pile of the same potion or booster only takes one space, however many you carry.

When the bag is full, the shop tells you before you spend anything. Nobody loses a single item: if you already carry more than 30 things, you keep them all, you just can't add more until you make room.

To make room, open your Inventory and press Sell. While it's on, click any item to sell it for half its price. Worn gear can't be sold, so take it off first. More bag space will be available later.

The Story of Trivium

The Wanderer in the Bio Forest (Glowing Canopy) is now the keeper of the story. Click him and he will tell you all of it: the three worlds, the night the song stopped, the Unsung, and why the Hallows and the Wardens are at war.

Every NPC has a written story now too. You can read them all on the website's new NPCs page, where they are grouped by region. Some of their secrets you will only learn in the game.

A World With Depth

Walk behind someone and you now pass behind them, not over them. This works for every NPC and every prop in every room.

Every NPC's name now sits in the same place, just under their feet, and the area you click to talk to them fits their body, one by one, for the whole cast.

Skills and Damage Types

Any skill that uses your Primary weapon now deals your Primary's damage type. The same goes for every skill that hits all enemies and every ultimate. If you carry an Energy sword, they deal Energy damage. The one exception is Wrench Slam, which is always Physical by design.

Skill descriptions no longer promise a damage type they don't deliver.

Smaller Changes

On The Website

Update - 1.5.6 — September 20, 2026

Please re-download the game from scratch if you got a version that is a week old.

This one write-up covers everything since the last notes we posted: the combat rewrite that shipped in 1.5.5, and all of 1.5.6.

The Combat Rewrite

Damage is now pure math. Every number on your character page is exactly what lands in a fight, with no hidden bonuses on either side. You can work out your own damage before you swing.

The game had been running two different damage systems at once, and the older one quietly ignored parts of your build. It is gone. Block, Dodge and Critical now do what the character page says they do.

Weapons were re-tuned so armour can keep up: primary weapons reach 50 at level 50, sidearms 52, auxiliaries 55. Robots give a flat 15 damage, or 17 for Alpha robots. Who moves first is now decided by Focus instead of Technology.

Intelligence is now visible. Points you put into Strength, Endurance, Technology and Focus feed it, and it adds damage to your robot. You can see its level and exactly what it gives you on the character page, in your inventory and in battle.

Every opponent is now built the same way you are: the same stat points for its level, a real weapon from the game, and a balanced build. On top of that it has 20% more health than a player of that level, is about 10% weaker overall, carries two skills drawn at random from every class in the game, and heals itself once per fight.

Armour modules and resistance modules now cap at the same value, so your Defence and Resistance no longer drift wildly apart.

Weapon Damage Types Fixed

Energy sidearms and auxiliaries were fighting as the wrong type. A sidearm always dealt Physical damage and an auxiliary always dealt Energy damage, no matter which weapon you had equipped, so an Energy sidearm was hitting the enemy's armour instead of their resistance. Every weapon slot now uses its own real damage type, in the numbers you see and in the damage it deals.

The Battle Stats Box

Click a fighter's health plate and you get a wider box with two halves: your stats, damage, defences and win record on the left, and your full skill tree on the right. Your opponent's box now looks the same, and shows the two techniques it rolled for that fight.

The World Map

A sharper map, and the area badges now grow slightly when you point at them instead of lighting up.

The padlock in the bottom-right corner of the map is your spawn point. An open padlock means you appear somewhere random in Trivium every time you log in. Press it while standing somewhere you like and it closes: from then on you always wake up in that exact spot. It stays that way until you open the padlock and lock a new place.

Rewards At The End Of The Day

Daily champions are now decided once, at midnight New York time, from the final standings. Being top for an hour in the afternoon no longer wins it, and only one player can be a day's champion.

Flag captures are counted every hour by the server. You no longer need to open the game or the Faction menu for your faction's held areas to count, and every member is credited whether they were online or not.

There is a new all-time World Domination leaderboard, ranking factions by how many days they have held the most flags in their alignment.

One Account, One Computer

An account can only be played in one place at a time. Logging in somewhere new logs out the older one and tells you it did, and the older one can no longer save over your progress.

If you sit still long enough for the [AFK] tag to appear and leave it up for 15 minutes, the game saves your progress and logs you out.

Bug Fixes

Update - 1.5.0 — September 20, 2026

Installing the Game

Project: Souls Requiem now ships as a proper Windows installer instead of a zip file. Download one file, double-click it, and it sets everything up — no unpacking, no hunting for the Launcher, and a desktop shortcut with the game's emblem on it.

Existing players: you don't have to do anything. Your current install keeps updating through the Launcher exactly as before.

Windows will show a blue "Windows protected your PC" box the first time you run the installer. That's expected for any installer from a small independent developer, and it is not a virus warning — click More info, then Run anyway.

The installer deliberately refuses to install into Program Files. Windows locks that folder down, which would stop the Launcher from being able to download updates. It suggests a safe folder by default, and you're free to pick a different one.

Bug Fixes

Leaderboards

Copyright Name Change. — September 19, 2026

Project: Souls Requiem

The game has a new official name and studio: it's now Project: Souls Requiem, from Lupine Dynamic Studio. This is a branding change only — nothing about how the game plays has changed. Updated everywhere: the title screen, the Launcher, this website, and every in-game reference.

New logo art to match, replacing the old wordmark on the main menu, the Launcher, and this site.

Character Sheet

Factions

Update - 1.4.0 — September 19, 2026

World

Achievements

Inventory

Combat & Fair Play

Known issues

Update - 1.3.6 — September 18, 2026

Update — September 18, 2026

Faction Wars / Migration

Characters & Accounts

Combat Balance

Items & Equipment

UI & Menus

World

Known issues

Update - 1.3.5 � September 18, 2026

Update � September 18, 2026

Update - 1.3.5 � September 18, 2026

Update � September 18, 2026

Update 1.3.0 — September 17, 2026

Project: Souls Requiem — Design Notes Date: 2026-09-17 Topic: Pure-Math Armor System + Class Balance Pass

ARMOR SYSTEM OVERHAUL

Armor/Resistance now works as simple subtraction instead of the old percentage-curve system: attacker's damage minus defender's Armor number. A hit always deals at least 15% of its damage no matter how tanky the defender is, so two heavily defensive builds can't fully wall each other out.

DIMINISHING RETURNS ADDED

Strength and Armor both get reduced effectiveness above 70, 90, and 120 points. Full value below 70, tapering off in three steps after that.

SKILL WARMUP RULE

Attack skills now need 1 turn of warmup, or 2 turns if they hit for 150%+ of weapon damage at max rank. Ultimates always need 4 turns. Debuffs and buffs are not affected by this rule.

ULTIMATES REBALANCED

38 Focus at max rank to fully unlock.

(previously uneven between classes).

CLASS BALANCE FIXES

(flat/Tech numbers trimmed down to compensate)

SKILLS CHANGED / FIXED (BY CLASS)

VANGUARD

requirement switched from Endurance to Focus (20 base, 38 at max rank); warmup set to 4 turns

SHADOW-ROGUE

weapon damage; Focus requirement raised (20 base, 38 at max rank); warmup set to 4 turns

TECHNOMANCER

only regular damage skill without one); flat/Tech numbers trimmed to compensate (flat 8-35 -> 6-15, Tech coefficient 0.6x -> 0.35x); added 1-turn warmup

~215% weapon damage at max rank)

requirement switched from Endurance to Focus (20 base, 38 at max rank); warmup set to 4 turns

NOTE: debuff/buff skills (Cloaking Cloud, Thunderous Slam, System Jam, etc.) were deliberately left out of the warmup change — that rule only applies to skills whose whole purpose is dealing damage.

FILES CHANGED

Update — v1.2.0 (September 17, 2026)

Update — v1.1.0 (September 16, 2026)

A balance pass across the board: class stats, class skills, and the underlying damage and defense/resistance formulas have all been reworked. If a class or skill felt over- or under-tuned before, this update is aimed at fixing that.

No audio, on purpose

Project: Souls Requiem has no music or sound effects. That's a standing design choice, not a placeholder waiting to be filled in.

A world that keeps its own time

The game world syncs to the real-world clock and your real sunrise/sunset (based on your location), tinting the sky and bringing out stars at night as it happens outside your window too. You can override it any time from the in-game day/night toggle, or turn the syncing off entirely in Settings.

Trivium, and the Fracture

The world of Trivium used to be one unified place — one skyline you could walk end to end without crossing a gate. Something called "the Fracture" split it into six regions, each rebuilding on its own terms ever since. Nobody in-world fully agrees on what caused it — that's deliberate. Meet some of the people still living with it on the NPC page.

What's next

This page will keep growing as the game does — new systems, new regions, and the reasoning behind them. If there's something specific about how the game works you're curious about, this is where it'll show up.